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DCS: Roadmap (unofficial - NO DISCUSSION HERE)


Silver_Dragon
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3 hours ago, YoYo said:

From Polychop Simulations:

"Dear DCS community,
The Polychop Simulations team wishes you a merry Christmas and a happy New Year! With the year coming to an end it seems like a good time to reflect on the past and look at the future. Let’s address the big elephant in the room first. While this year has not been the year of the OH-58D Kiowa Warrior release, we’re thrilled to finally see a light at the end of the tunnel. In fact, we’re approaching the end of the tunnel fast.
While the development of the module hasn’t been exactly a smooth ride, the progress made in the past year has been immense. As the new coders took over the project from our parting engineer, they saw the need to either rewrite or refactor most of the code that drives the module to ensure the desired internal quality threshold in systems and the flight model as well as make it more efficient, dynamic and future proof. Artwork has been touched up and finalized. On top of that new features have been added which include but are not limited to Level 2 Manned-Unmanned System (L2MUMS), an overhauled Control Display Subsystem, Optical Display Assembly, Pilot Display Unit and the Improved Data Modem. Last but not least, the module has been sent to Eagle Dynamics and passed the flight model tests. All this would not have been possible without the continued efforts put in by our subject matter experts and testers who have stuck with us for many years now. 
We’re confident it will soon™ be time to lift the veil and break the radio silence surrounding the development of the OH-58D Kiowa Module. 
The past year has not been all about the OH-58D Kiowa Warrior though. While the original plan was to work on an overhaul of the SA-342 Gazelle after the release of the OH-58D Kiowa Warrior module, a decision based on the original planned development timeline, the newly formed team revised that plan and started to develop the SA-342 Gazelle overhaul in tandem instead. With the first few updates for the SA-342 released in 2023 we’re off to a good start but we’re not even close to being done. The SA-342 Gazelle will see intermittent updates, including but not limited to the flight model, A.I. gunners, a graphical facelift and English cockpit. We’d like to express our sincere gratitude to a number of contributors from the community who have dedicated their time and spared no efforts in providing the most excellent liveries that are now part of the module."

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From the last newsletters

Supercarrier Development Report

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One of the most anticipated features is the Airboss (PRIFLY deck) functionality, which will add a new layer of realism and functionality to carrier operations.

The Airboss will offer a superb view of the entire flight deck and provide important information such as weather, carrier speed and heading, and more. It will also give direct control of the carrier’s heading and speed for players to manoeuvre the ship, turn the carrier into the wind for launch and set up recovery operations. An ATC display provides an indication of air traffic around the carrier with integrated radios and Voice Chat interoperability. Arrayed around the PRIFLY deck are a number of video displays such as the landing PLAT camera with further functionality planned such as carrier light management and elevator controls.

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We are also making good progress with the finalization of the Briefing Room. This will provide a centralized hub for mission planning and coordination. It will feature a fully 3D briefing room that can be customized per squadron. Each pilot will have a multi-function tablet capable of equipping their aircraft and planning their mission route. The goal of the Briefing Room is to allow both single player and multiplayer pilots to have an immersive and realistic mission preparation phase that places them into the action, even before entering the cockpit. Stay tuned for further updates as we continue to refine these long awaited additions to the Supercarrier module.

 

 

 

Ground AI Development Progress

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2023 saw several improvements to AI ground units in both game performance and behavior. To enhance game performance, AI anti-aircraft artillery (AAA) calculations were optimized and large missions with many ground units now take advantage of the performance gains afforded by multi-threading. Multiplayer was also improved with the synchronization of artillery impact points. Route following of both ground and naval units is important and further improvements will be delivered in early 2024.

Ground units saw some welcome additions such as the ability to load and unload infantry units, the ability for the AI to select between ammunition types more wisely, new reloading sounds, and new voice over audio for player-controlled ground units using Combined Arms.

Radar-directed air defense gun systems got improved target trajectory prediction modeling and the new C-RAM and SA-10 SAM now default to RED alert status with no assigned route.

These efforts will continue in 2024 with more natural and randomized spacing of units in a column, improved ground unit suspension modeling over rough terrain, improved counter-battery tactics for indirect fire systems, new and improved air defense unit responses to anti-radiation missile attack, and more realistic damage modeling and visual effects to ships.

 

 

DCS Dynamic Campaign (DCSDC)

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DCS Dynamic Campaign (DCSDC) is one of the most important tasks for the future of DCS as it will add a new and much-demanded evolution/improvement of gameplay for both single player and multiplayer. Rather than mimic past solutions, we hope to set a new standard, one that provides a high level of interaction, authenticity, immersion, and ease-of-use. Our goal is to deliver a system that allows players to create their own dynamic (non-scripted) campaigns that will evolve based on strategic and tactical AI decisions, indirect player influences on AI actions, and direct player influences on the battlefield. This will all leverage existing DCS features such as Voice Chat, new ATC mechanisms, etc. This has been a tall order, and the effort has been underway since 2018 with a small but dedicated team.

Our focus in 2022 was on the creation and testing of General Air Operations tasks. In 2023, we shifted our DCSDC efforts to Ground Operations. This area will break new ground for dynamic campaigns and includes the following tasks:

The creation of a realistic road network system that is based on a new road editor system. This allows units to have appropriate road movement conditions that are tied to the logistics and supply network. This also integrates into the movement of ground unit formations.
A new ground unit formations editor was created that allows for the accurate assembly of units-based levels of command from platoon up to division, with all command levels in-between. Command structures vary based on the country and era, just like the real world and with correct terminology. Unit formations then operate realistically within their larger force structure based on tasking such as road march, meeting engagement, assault, defense, retreat, route, etc.
We addressed ground forces behavior once engaged. This was one of the biggest, most complex tasks. Much of this was dependent upon force tasking, support from neighboring forces, organization of frontline forces, logistics (munitions and fuel), and disposition of enemy forces.
To assist with these items, a new and improved path-finding mechanism was developed that considers both the terrain topography and restrictive zones within it. This allows more sensible routing of formations based on the terrain properties.

In addition to Ground Operations tasks, we continue to work on Air Operations related tasks. For instance, many airfields currently have too few parking spaces available for a large DC. We don’t want to be limited to such limited numbers for large scenarios. To address this, we have developed a new process to expand spawn points for aircraft.

Next, we will finalize ground tasking, increase the level of internal and external testing, and begin work on the important Graphic User Interface (GUI).

 

 

 

 

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IndiaFoxtEcho Chrismast Discord

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@everyone 
...that is pretty much how we feel (and look) after the traditional Italian Christmas lunch with our families!
We hope you had a great Christmas and we wish you all the best for the New Year!

We are taking a couple of days off, so please excuse any delay in replying  to your questions and messages.

Also, we will soon provide our traditional "End of the Year Update" to our roadmap, but there will not be any surprise.

Picture from the National Museum of the U.S. Air Force
 

 

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Red Star Simulations

https://m.facebook.com/story.php?story_fbid=pfbid0LJ2fsUVhDwmwZjQ4cS4ya5TugNaKt4JJULoEBKQPVzcJ9R5KP4udiWqjqZMM3QZwl&id=100066692146603

Dear DCS community,
Welcome to this final update of 2023. Now that Christmas has passed, let us reflect on this year and the current status of the MiG-17F module.
• Flight dynamics are 95+% complete
• Cockpit model and texturing are 95+% complete
• External 3D model is complete and undergoing texturing (60% complete)
• Systems modeling is in progress (15% complete)

In addition to the module status, we’re taking the opportunity to introduce you to the ASP-4N gunsight and SRD-1M radio range finder (gun radar). The MiG-17F is equipped with the ASP-4N in combination with the SRD-1M.

The ASP-4N is a gyro-stabilized, optical, semi-automatic gunsight, similar to but an improvement on the ASP-3N gunsight used in the MiG-15. However, unlike the ASP-3N, the ASP-4N has 3 modes: fixed, gyro and gun radar. A mechanical backup sight is available in case of failure. 

The SRD-1M is a radio range finder works together with the ASP-4N and can only be used against aerial targets. The radio range finder sends out short periodical electro-magnetic pulses and receives them when returning from a target, distance is calculated and sent to the gunsight.
Gunsight Modes:

Fixed
• The reticle is fixed in position, where the wingspan and distance are manually adjustable, as in ASP-3N gunsight.

Gyro mode
• Reticle moves automatically approximating the flight of the NR-23 cannon rounds; gyro sight is programmed only with the ballistics of the NR-23 cannon.
• It is engaged by setting the handle on the left side of gunsight to gyro mode.
• Wingspan and distance are manually adjustable.
• Gyro mode is only to be used in aerial combat.

Gun radar mode:
• Set the gunsight to gyro mode.
• Turn on the SRD-1 gun radar located on the left wall, aft of the throttle.
• Gun radar relay needs to warm up for approximately 90 seconds by turning ON the high AC voltage switch on the console. Turn off High AC voltage switch after 90-120 seconds.
• Gun radar tracking is automatic, the radar chooses the most convenient target plane and locks it on.
• Two lamps mounted on the left side of the sight head note a gun radar target tracking. Bottom green lamp illuminates when the target is locked at a distance of 300-2000 meters. Top red lamp illuminates when the target is locked at the ideal shooting distance of 400-1200 meters.
• Radar determines the distance and shows the ideal shooting solution.
• Ballistics of the gun radar can be switched between NR-23 or N-37 mm cannons.

Enjoy the pictures and please note that everything is subject to change.
All of us at Red Star would like to thank you for your support over the last year.
Happy Holidays and Happy New Year

 

 

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Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

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Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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Only has a remember, the list of "DCS World 20xx and Beyond" videos:

  • 2024: 5 January 2024
  • 2023: 4 January 2023
  • 2022: 24 Decembre 2021
  • 2021: 18 December 2020
  • 2020: 4 February 2020
  • 2019: 19 December 2018

Diferente DCS Versions:

  • 2.9 (19 October 2023).
  • 2.7 Launch
  • 2.5 Launch

 

More general videos:

  • 15 Years of DCS
  • DCS The Sting and Claw - Maverick Legacy
  • TURN AND BURN | BE A MAVERICK
  • DCS WORLD | REACH FOR THE SKIES

 

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Posted (edited)

From 2024 and Beyond video:

  • Water surfaces on ships (ED)

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  • New M1A2 SEP Abrams (IA) and Chinook module (ED)

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  • Plane Director on SuperCarrier (ED)

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  • Kola Map (Orbx)

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  • Essex class Carrier (M3 assets pack).

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  • IJN Mugami class CVL (ED PTO assets pack)

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  • F6F (ED) Module

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  • Marinas WW2 Map

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  • A-6 Intruder (HB)`Module

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  • A-7 Corsair II (FlywingIron Simulation) Module.

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  • F6F Hellcat (ED) Module.

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  • Marianas WW2 (ED) Map.

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  • M3 PTO Assets pack (M3/ED)

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  • F-4E (HB) Module.

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  • La-7 (Octopus-G) Module.

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  • OH-58D (Polychop) Module.

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  • Mig-23MLA (RAZBAM) Module.

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  • CH-47 Chinook (ED) Module.

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  • C-130J (Airplane Simulation Company) Module.

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  • International M1224 MaxxPro MRAP (ED) AI unit.

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  • IJN aircraft (AM6 Zero) (PTO Assets Pack / ED)

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  • Irak (ED) Map.

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  • New AI units (ED)

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  • Mig-29A 9-12 (ED) Module.

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  • T-155 Fırtına IA (ED)

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Edited by Silver_Dragon
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Posted (edited)

More about 2024 and Beyond.

  • Iraq map (ED) Bagdad Airport.

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  • Norway Narvik zone Kola Map (Orbx)


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  • Maug island (Marianas WW2) 340 Nm north (ED)

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  • Yorktown Class / USS Enterprise / PTO Assets Pack (ED)

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  • AM6 Zero / AI) PTO Assets Pack (ED)

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  • New Dinamic Explosion Effects

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  • Afganistan map (ED) confirmed by Glowind

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  • Irak map (ED)

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  • Kola Map (Orbx)

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  • Irak map (ED)

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  • New Sa-6 AI (ED)

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  • Trees move affected by explosions

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  • Vapour effects affected by maneuvers / alierons

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  • Glowind WW2 shots video

 

  • M1A2 Sep very detail model

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  • New AAA effects?
     

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  • New Raindrops and aircrafts affected by soundwake

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  • Kola Map

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Edited by Silver_Dragon
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